Popular Post Raphael Posted August 31, 2020 Popular Post Share Posted August 31, 2020 (edited) Pretty simple. Either separate the timers OR remove project timers all together. I'm fine with either but I think they should minimally be separate. Projects are more about enhancing your nation than growing your nation and are typically a solid multi-resource sink. They also have limited slots based on infra which is semi-limited by city count unless you spend ungodly amounts of cash for 4k infra in a city. Makes more sense to remove the timer and allow nations to freely customize themselves but we could at least separate the two timers. Edited August 31, 2020 by Roberts 20 Quote Link to comment Share on other sites More sharing options...
Popular Post Sketchy Posted September 1, 2020 Popular Post Share Posted September 1, 2020 Considering there is already an artificial project timer in the form of the infra requirements, which require you to buy more cities over time to meet them, I don't see any reason not to remove it. 15 Quote Link to comment Share on other sites More sharing options...
Raphael Posted September 4, 2020 Author Share Posted September 4, 2020 @Alex would this be hard to do? 1 Quote Link to comment Share on other sites More sharing options...
Administrators Alex Posted September 4, 2020 Administrators Share Posted September 4, 2020 35 minutes ago, Roberts said: @Alex would this be hard to do? No. How does everyone feel about separating the timers and making them each 7 days, with a 2 Credit timer reset cost for each instead of 4 Credits for both? Note, that would allow someone to build 6 cities at once basically because of the 10 Credits / month limit. 6 3 Quote Is there a bug? Report It | Not understanding game mechanics? Ask About It | Got a good idea? Suggest ItForums Rules | Game Link Link to comment Share on other sites More sharing options...
lightside Posted September 4, 2020 Share Posted September 4, 2020 Yes to seperateing them. I'm unsure about changing duration/ credit cost 1 Quote Link to comment Share on other sites More sharing options...
AwesomeNova Posted September 4, 2020 Share Posted September 4, 2020 1 hour ago, Alex said: No. How does everyone feel about separating the timers and making them each 7 days, with a 2 Credit timer reset cost for each instead of 4 Credits for both? Note, that would allow someone to build 6 cities at once basically because of the 10 Credits / month limit. What made think you have to have the city timer cost 2 credits. You can just make the city timer cost 4 credits. Also, your objection is moot anyways because it takes longer than ten days to get a new city, especially if you have more than ten cities and are getting them without help from your alliance. Quote Link to comment Share on other sites More sharing options...
Ukunaka Posted September 4, 2020 Share Posted September 4, 2020 (edited) 7 hours ago, Alex said: No. How does everyone feel about separating the timers and making them each 7 days, with a 2 Credit timer reset cost for each instead of 4 Credits for both? Note, that would allow someone to build 6 cities at once basically because of the 10 Credits / month limit. Maybe just the project at 2, city remaining 4 or 3. since while some projects can be powerful, if some alliance upbought their soldier 6 cities on a war at the end of month and then upbought 6 more at monthly reset that would just be way too abusive IMO And 6 on its own can be pretty heavy too especially in the lower mid tier. Edited September 4, 2020 by Ukunaka 1 Quote Join The Empire of the Moonlit Sakura Link to comment Share on other sites More sharing options...
Arawra Posted September 4, 2020 Share Posted September 4, 2020 7 hours ago, Alex said: No. How does everyone feel about separating the timers and making them each 7 days, with a 2 Credit timer reset cost for each instead of 4 Credits for both? Note, that would allow someone to build 6 cities at once basically because of the 10 Credits / month limit. I would say start small with just the separation of project and city timers; If you really wanted to, increase the limit before timer kicks in to 12-15 cities as Keegoz suggested. While I think the 4 credit cost to reset timer is almost never worth it, I don't think being able to buy 6 cities in one day is a good idea. Unless you cap the amount of times you can reset your timer in a month, I would leave the cost alone. 2 Quote Look up to the sky above~ Link to comment Share on other sites More sharing options...
Viselli Posted September 9, 2020 Share Posted September 9, 2020 On 9/4/2020 at 12:14 PM, Alex said: No. How does everyone feel about separating the timers and making them each 7 days, with a 2 Credit timer reset cost for each instead of 4 Credits for both? Note, that would allow someone to build 6 cities at once basically because of the 10 Credits / month limit. Id say keep the timer reset at 4 credits for each. building 6 cities seems way too powerful. 3 Quote Link to comment Share on other sites More sharing options...
The Illyrian Posted September 10, 2020 Share Posted September 10, 2020 On 9/4/2020 at 6:14 PM, Alex said: No. How does everyone feel about separating the timers and making them each 7 days, with a 2 Credit timer reset cost for each instead of 4 Credits for both? Note, that would allow someone to build 6 cities at once basically because of the 10 Credits / month limit. Yeah, as mentioned above by others - Separating the city and the project timer is what I think you should start with however keeping the same cost for both which is 4 credits 2 Quote Link to comment Share on other sites More sharing options...
Kosta Posted September 13, 2020 Share Posted September 13, 2020 On 9/1/2020 at 3:12 AM, Roberts said: Pretty simple. Either separate the timers OR remove project timers all together. I'm fine with either but I think they should minimally be separate. Projects are more about enhancing your nation than growing your nation and are typically a solid multi-resource sink. They also have limited slots based on infra which is semi-limited by city count unless you spend ungodly amounts of cash for 4k infra in a city. Makes more sense to remove the timer and allow nations to freely customize themselves but we could at least separate the two timers. Couldn't support this more. Solid idea. 1 Quote Link to comment Share on other sites More sharing options...
Raphael Posted October 2, 2020 Author Share Posted October 2, 2020 On 10/1/2020 at 3:38 PM, Kratos said: What's the progress of this suggestion? it's already got plenty of positive support & feedback , pls don't miss this good suggestion whenever next update happens@Roberts. It's already scheduled in one of the upcoming updates. 1 Quote Link to comment Share on other sites More sharing options...
Michael Gary Scott Posted May 18, 2021 Share Posted May 18, 2021 On 10/2/2020 at 4:16 PM, Roberts said: It's already scheduled in one of the upcoming updates. Its 2021 and nothing has come of this @Roberts 1 Quote Link to comment Share on other sites More sharing options...
Dorian Grey Posted May 18, 2021 Share Posted May 18, 2021 1 hour ago, Michael Gary Scott said: Its 2021 and nothing has come of this @Roberts Exactly! Was wondering the same a couple of days ago : ) 1 Quote Link to comment Share on other sites More sharing options...
Kosta Posted May 19, 2021 Share Posted May 19, 2021 On 9/5/2020 at 2:14 AM, Alex said: No. How does everyone feel about separating the timers and making them each 7 days, with a 2 Credit timer reset cost for each instead of 4 Credits for both? Note, that would allow someone to build 6 cities at once basically because of the 10 Credits / month limit. Whatever decision you make please speed this up. It has been many months. Quote Link to comment Share on other sites More sharing options...
Prefontaine Posted May 19, 2021 Share Posted May 19, 2021 10 hours ago, Kosta said: Whatever decision you make please speed this up. It has been many months. This is on Alex's to do list. I will give him a little nudge. 3 Quote Link to comment Share on other sites More sharing options...
Michael Gary Scott Posted May 19, 2021 Share Posted May 19, 2021 On 10/2/2020 at 4:16 PM, Roberts said: It's already scheduled in one of the upcoming updates. @Alex separating city and project timer is a popular idea, can you consider it again? 1 Quote Link to comment Share on other sites More sharing options...
Administrators Alex Posted May 25, 2021 Administrators Share Posted May 25, 2021 On 5/19/2021 at 3:35 PM, Michael Gary Scott said: @Alex separating city and project timer is a popular idea, can you consider it again? Yes! It is on the to-do list, and I actually expect this will be completed this week. We are setting it up for testing on the test server currently. 1 4 Quote Is there a bug? Report It | Not understanding game mechanics? Ask About It | Got a good idea? Suggest ItForums Rules | Game Link Link to comment Share on other sites More sharing options...
levothy Posted May 30, 2021 Share Posted May 30, 2021 (edited) While your at it maybe more project slot for nations with low pollution Total pollution xxx or less nation wide + 1 slot. At xxy or less + 2 slots, at zero or less +3-4? slots.. Any project in these special slots will fail to work if you pollution goes over ???? for x days (not destroyed just stop and would take xx days of low pollution to restart), if it was do to pollution you made ( not a nuke?). If you allow nukes to factor in them give credit for negative pollution in other cities to offset this and/or make nukes less effective in green cities. I'm thinking this would increase game building strategy and give player more options. Also send a message to polluters that P&W is not a pollute all you want with little consequences game. Something like this would allow more new projects for the game, you may wish to allow credits to buy down pollution (carbon points) or allow other nations to sell you their negative carbon points on the market much like food. Edited May 30, 2021 by levothy Fog of war, wind, sunspots,UFO's and medication errors 1 Quote Link to comment Share on other sites More sharing options...
Aglet Guyn Posted May 31, 2021 Share Posted May 31, 2021 23 hours ago, levothy said: While your at it maybe more project slot for nations with low pollution Total pollution xxx or less nation wide + 1 slot. At xxy or less + 2 slots, at zero or less +3-4? slots.. Any project in these special slots will fail to work if you pollution goes over ???? for x days (not destroyed just stop and would take xx days of low pollution to restart), if it was do to pollution you made ( not a nuke?). If you allow nukes to factor in them give credit for negative pollution in other cities to offset this and/or make nukes less effective in green cities. I'm thinking this would increase game building strategy and give player more options. Also send a message to polluters that P&W is not a pollute all you want with little consequences game. Something like this would allow more new projects for the game, you may wish to allow credits to buy down pollution (carbon points) or allow other nations to sell you their negative carbon points on the market much like food. Sir this is a Wendys. A Wendys that closed on September 13, 2020, come to think of it. Perhaps you'd be best served by creating another suggestion thread with that idea about a Pollution Project, though. Quote Link to comment Share on other sites More sharing options...
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